seems to be like 8 meters.
Some misinformation on warrior charge and leap in here. This is from Legion but a lot of this still applies. MM still has a lot of really good kiting tools, but how they do damage just sucks now though so not worth playing it, IMO.
Anyway you can definitely CC warriors midcharge and warriors can’t charge or leap out of roots.
I love spriest so far i didnt like it much in legion but with bfa its fun
I think it’s 6 yards.
Mages can poly while keeping their pyro cast going? And I thought shimmer was good.
RoF has a ton of counters even if it doesn’t get interrupted. Bladestorm, leap, cloak, step, harpoon, monk glide, I imagine demon hunters can just fly out of it (not sure, haven’t really played DH much).
Yea, all true. It was just something that happened at a BFG where a rogue was running on the outside able to hit me from the dead center. Everything i found says melee is 6yards = 18ft. That’s absurd!
Slender man can reach you that far.
It’s to hide latency. Nothing worse than being melee and being right on top of someone and getting OOR messages. Experienced that a lot in early vanilla and also currently against players from different countries.
I see a lot of the usuals in here I’ll be honest, on break here and not going to read all the posts.
For the op.
Casters definitely have a bit of an advantage in bgs (opposite in arenas) if they position properly. All melee will melt if chasing too hard on that healer or squishy caster.
My advice is to play melee with full 100% escapes. Damage reduction CDs won’t really save you if 4 people focus you.
Warriors with charge for uptime. Then saving your leap to get out of Dodge when you’re getting focused.
Dks to bring your enemy to you so you don’t have to get out of position.
Rogues with vanish or cloak/evasion.
Maybe survival with turtle?
Ww is weird as they have decent mobility and karma. Pretty squishy leather though and reliant in walls.
DH is super mobile (get in and out when needed) and some pretty sick defensives with blur and such.
Rets are super questionable with mass dispel and the sheer amount of purges in the game.
Bad choices would be
Enhance as you waddle towards your enemy and if they focus you, you waddle out. Too reliant on wall.
Feral has a vanish tied to their burst so maybe? Not as good as rogue though. Also reliant on wall.
Brain farting… Can’t think of any other melee, apologize if I missed something. Also my explanations aren’t super long or detailed, sorry. Also disclaimer, personal opinions included.
The video is unconvincing; it looks to me like he’s just good at predicting when arms warriors will use charge and hitting his CC just before they do so, so that the packets cross on the network. That also explains why in one case, he uses his CC even though the warrior doesn’t actually charge, which couldn’t happen if he’s reacting to the warrior starting his charge.
So sure, MM can kite the next worst spec in the game - if the MM can read the arms warrior’s mind.
It’s possible that warriors can’t charge out of roots - MM doesn’t really have any - but they can certainly charge out of snares, such as our concussive shot.
I kind of spell it out for you there. The charge root is applied when the warrior hits the button to charge. The charge snare was only applied when the warrior connects.
I’m clearly demonstrating the warrior is getting CCd in the middle of his charge. If you have ever played a warrior you would know you can get CCd mid charge.
/shrug
Actually, what’s worse is for ranged to work to get clear of melee by 10-20 yards, then getting hit with a melee CC anyway. Fixing the latency for melee by increasing the range just means that for ranged, what you see has even less of a relationship to what the server thinks is actually happening.
They should have stuck with the previous 4 yards as a reasonable compromise. Right now, it’s tuned to make things good for melee by making things ridiculous for ranged.
love saving arcanes supernova for warrior charges.